Why TF2 Should Be More Like Loadout

I’ve been picking up Loadout recently, and I’ve been having a blast, although I noticed that Loadout has a lot of elements TF2 has (mainly the fact that it has a LOT of spam, and revolves around mobility) but has implemented these elements a lot better: Number 1: Spam. Anyone who’s ever played Loadout knows that it has more grenade spam than TFC and more projectile spam than TF2x10 where everyone is using the Beggar’s Bazooka. And yet, Loadout‘s spam is much more enjoyable, why is that? 1.) Big fancy colored projectiles! In Loadout firefights often look like firework shows,… [Continue Reading]

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Loadout Uncovered

Sometimes I get annoyed at how nobody in TF2 is a blanket generalist who has something to do in any situation. Sometimes I don’t want to rely on my teammates for crap, I just want to go be a versatile tanky health-regenerating speedster who laughs at the term “competitive weakness”. Once upon a time, I would then go play Team Fortress Classic and their combat Medic. Nowadays, I’m finding that Loadout has been scratching that itch for me instead. Loadout has done a great job of carving its own little niche out of the cartoony multiplayer FPS genre. (That really… [Continue Reading]

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Why you should heal Shotgun Heavies

Most gag classes are not getting any sort of love from my Medigun. Trolldiers can go find their health somewhere else. Demoknights usually are in charge of taking care of themselves, what with the medley of health-returning swords at their disposal. Gunspies will get the same treatment as regular spies, i.e. a spritz behind friendly lines or a long-range crossbolt if I have a split-second and line-of-sight. And don’t get me started on so-called combat medics. But shotgun heavies, on the other hand, are always treated by me as lovingly as any other legitimate class, and they can look forward… [Continue Reading]

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Stock engineer is better on offense than defense

(Note: This article was co-written with SilverAlen, and it was originally his observation. Thanks Alen!) The key here is “stock” Engineer, but after some time playing him I’ve noticed that he’s honestly more important to his team on offense than defense. At least on pubs. Why? Hear me out! If engineer is on a dedicated offensive team, enemies are less likely to push and less likely to destroy his nest. Even when they do, they usually do not prioritize him. Defensive teams tend to use the Kritzkrieg or Quick-Fix, so you are less likely to get ubers. Spies will typically… [Continue Reading]

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Synergy In Every Medic Loadout Combination

Medic has very few unlocks, it’s true, but this really is because almost every niche he’d need filled is already in there somewhere. The lion’s share of discussion on this topic is dedicated to his secondary Medigun, but what about his options in primary and melee? Well, for a change of pace I thought I could cover every single available weapon combo in Medic’s Primary/Melee slots, how they synergize, and their viability and effectiveness as a combo. I’m leaving out the bonesaw because it should never be used ever. Crossbow/Amputator: If you’re going to use the Amputator, this is the… [Continue Reading]

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Damned if you do, damned if you don’t.

It’s tough being a Pyro. Not in the same way that it’s tough being a Spy in a competitive environment or being a lone Medic in a team full of Snipers, but in a more philosophical way. People rage at Pyros no matter what they do, forgetting the ease at which they can fuck up the enemy team, forgetting the utility a Pyro can bring and forgetting that Pyros can extinguish fires so stop running away dammit! Of course, Pyros are appreciated in some ways. Everyone would rather see a second Pyro than a second Spy, because a Pyro, no… [Continue Reading]

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On Grenades

    Let’s cut right to the chase: Grenades were famously removed from Team Fortress 2. Why? I’ll let Adrian Finol of the Hydro Developer Commentary speak for me: One of the main changes between Team Fortress Classic and Team Fortress 2 was the removal of thrown grenades. Most classes could carry a standard hand grenade along with a secondary grenade, tied more closely to the class. Team Fortress 2’s focus on unique class roles led us to notice that the standard hand grenade was a more powerful combat decider than some of the primary weapons. This made the classes… [Continue Reading]

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On Double- and Single-Barelled Shotguns

Not really TF2-related, but I thought I might take this opportunity to talk about a trend in shooters I’ve noticed. Loads of games seem to like giving you two shotguns, one of which is pretty much twice as good as the other. The Ur-Example is probably Doom II, which introduced as its only new weapon to the franchise a double-barrel shotgun, which was the first weapon in the game to have a clip you had to reload (which really cast an odd light on all the weapons in Doom I, I guess that pistol can carry 200 rounds without having… [Continue Reading]

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TF2 vs. TFC: Who would win?

A long time ago I made a thread just for funsies, Who would win in a fight; the TF2 team or the TFC (Team Fortress Classic) team? After fifteen pages and several necros, the consensus appears to be: probably TFC, but both teams have a lot of pros and cons on their side of the table. So, without further ado, I’m going to look at each of the nine classes from TFC and TF2 and compare which outclasses his counterpart. There are obviously a myriad of other factors like grenades, random crits, unlocks, and bunnyhopping that would have to be… [Continue Reading]

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